Hi Mitch,
I got your email about the upgm script, but I didn't get the screeshot. However, I've added you to my contact list, so your emails should get to me directly now. Could you lengthen the Minotaur's description a bit, maybe to include how they originated or came into being?
If you guys don't mind, we can add your initials to the unit descriptions. I think it would be fun to know who wrote what and, of course, you guys deserve the credit for doing the work!
Everyone will be included in the readme file, at any rate. What pleases me about most about this version of the mod is the interest it is already generating, and the variety of feedback I am getting from various members of the community. I think it's going to be a lot of fun to play; it's already fun to make 
Kalindor, thanks for the description. I admit, I was a bit fuzzy on Gnolls myself before reading it. I had heard the term before, but hadn't read any literature about it--only Gnomes and Dwarves, which is why I mentioned them earlier. I have some nice Gnoll graphics, and if anyone can think of an interesting and unique unit, I am sure something could be created and included in the mod.
Webserver, I've tried to keep settlers or pioneers in their original unit slots, so that nothing should be changed in that respect. The only difference between pioneers in Dwiggs and regular rules is the cost. If you create the scenario you described, it should work fine with Dwiggs. I also read your post in the mod making section, and I have left wolves (and all original units) in their original slot, so that they should also show up without trouble on the map. If you want, you can send me a rough version of your map and I can test it with the version of the mod that I am currently working on. I'd like Dwiggs to be playable with prexisting maps, although removing/replacing the Syrons and Shadow Demons would obviously affect some of them.
Keep the good ideas and thoughts coming,
BJ
[This message has been edited by The_Stranger (edited 01-19-2006 @ 03:25 AM).]